Ideas regarding blood, and another thing.

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Ideas regarding blood, and another thing.

Postby Jacob/Lee » 10 Jul 2011, 21:38

I was watching my orcs roflstomp skeletons (They are WEAK ASS, I don't know why they were even added) and I noticed one thing out of place.

They bleed. (I think, might've just been my orcs)

Skeletons, fleshless corpses that shamble at you, bleeding.

I thought this was kind of strange, so I suggest adding a tag/line/whatever you call it into the game that makes it so a certain creature won't bleed if it has this tag. I also suggest another thing, syndrome-bearing blood. For example, if this were to be added, then a creature (let's call it a slime) could have a special trait to it's blood, like, say, acidic blood that has a chance of destroying equipment that attacks it and burning the user should blood splatter on the tile the attacker is standing on. Obviously, the creature with this tag would be immune to it's own blood because it would really make no sense to stab a slime then watch it melt from it's own blood splatter. Obviously, that is only 1 possibility of this idea. We could have imps that bleed liquid fire, horrors that bleed poison, some kind of massive frog that bleeds groggy/dizzy effect poison blood etc. etc.

I suggest we should be able to extract this blood from the dead creatures into a container, like some sort of clay pitcher, at a special workshop or one of the existing ones (more than likely the alchemist or butcher, if we're using an existing one) then apply it to bladed/pointed weapons. This should be selective though, so you have control over which weapons get poisoned and don't have your orcs applying poison to a bunch of stone spears when you have iron weapons available. Obviously, fighting with these weapons will cause the status effect to anything other than the creature it was extracted from. As a risk (because we all know gen loves risks on his game) the orc extracting the blood could have a chance to poison themselves accidently, possibly by cutting themselves when they are extracting it or similar, which could be anything from something annoying (dizzy, groggy etc.) to anything lethal (necrosis, incredible poison effect etc. etc.).

Finally, my other, little idea, I suggest we should be able to specify what weapons our orcs pick up. Instead of blunt weapon we have wooden club and stone maul, instead of piercing weapons we have stone spear and iron spear and so on and so forth. It gets annoying when my hardass squad of clay pit guards picks up wooden clubs instead of the stone mauls I intended for them to pick up instead.
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Re: Ideas regarding blood, and another thing.

Postby gencontain » 23 Jul 2011, 20:27

Skeletons bleed, yes, but I'll be putting a stop to that sooner or later. Good that you mentioned it though! And about them being weak-ass, well, sometimes you just want to watch things get destroyed.

I'll think about specialty bloods, but that's gonna be a bit lower in the list of things to get done, even if it is a cool idea.

Specific weapons, eh, that could get pretty messy, especially if the amount of different weapons increases as well as how many squads you might have. Say you have a couple of stone spears, some daggers, some iron spears and some kind of bamboo pointy sticks, and you just want your squad to use piercing weapons. It'd be nice to just select piercing weapons and watch them pick up what they pick up. They already prioritize, or attempt to prioritize, the best weapons they find, so they shouldn't be picking up too many wooden clubs if you have stone mauls already.

Anyhow, wooden clubs break easy (should probably break even easier than they do now) so they shouldn't be a problem too long.
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